#include <memory.h>
#include <string>
#include <vector>
#include <map>
#include "./vertexshader.h"
#include "./geometryshader.h"
#include "./fragmentshader.h"
Go to the source code of this file.
#define _GLW_FORWARD_MATRIX_UNIFORM_ | ( | TYPE | ) |
void setUniform2x2 (const std::string & name, const TYPE * m, bool transpose, int count = 1) { this->object()->setUniform2x2(name, m, transpose, count); } \ void setUniform2x3 (const std::string & name, const TYPE * m, bool transpose, int count = 1) { this->object()->setUniform2x3(name, m, transpose, count); } \ void setUniform2x4 (const std::string & name, const TYPE * m, bool transpose, int count = 1) { this->object()->setUniform2x4(name, m, transpose, count); } \ void setUniform3x2 (const std::string & name, const TYPE * m, bool transpose, int count = 1) { this->object()->setUniform3x2(name, m, transpose, count); } \ void setUniform3x3 (const std::string & name, const TYPE * m, bool transpose, int count = 1) { this->object()->setUniform3x3(name, m, transpose, count); } \ void setUniform3x4 (const std::string & name, const TYPE * m, bool transpose, int count = 1) { this->object()->setUniform3x4(name, m, transpose, count); } \ void setUniform4x2 (const std::string & name, const TYPE * m, bool transpose, int count = 1) { this->object()->setUniform4x2(name, m, transpose, count); } \ void setUniform4x3 (const std::string & name, const TYPE * m, bool transpose, int count = 1) { this->object()->setUniform4x3(name, m, transpose, count); } \ void setUniform4x4 (const std::string & name, const TYPE * m, bool transpose, int count = 1) { this->object()->setUniform4x4(name, m, transpose, count); }
#define _GLW_FORWARD_SCALAR_UNIFORM_ | ( | TYPE | ) |
void setUniform (const std::string & name, TYPE x ) { this->object()->setUniform(name, x ); } \ void setUniform (const std::string & name, TYPE x, TYPE y ) { this->object()->setUniform(name, x, y ); } \ void setUniform (const std::string & name, TYPE x, TYPE y, TYPE z ) { this->object()->setUniform(name, x, y, z ); } \ void setUniform (const std::string & name, TYPE x, TYPE y, TYPE z, TYPE w ) { this->object()->setUniform(name, x, y, z, w); }
#define _GLW_FORWARD_VECTOR_UNIFORM_ | ( | TYPE | ) |
void setUniform1 (const std::string & name, const TYPE * v, int count = 1) { this->object()->setUniform1(name, v, count); } \ void setUniform2 (const std::string & name, const TYPE * v, int count = 1) { this->object()->setUniform2(name, v, count); } \ void setUniform3 (const std::string & name, const TYPE * v, int count = 1) { this->object()->setUniform3(name, v, count); } \ void setUniform4 (const std::string & name, const TYPE * v, int count = 1) { this->object()->setUniform4(name, v, count); }
#define _GLW_IMPLEMENT_MATRIX_UNIFORM_ | ( | TYPE, | |
FUNCION_SUFFIX | |||
) |
void setUniform2x2 (const std::string & name, const TYPE * m, bool transpose, int count = 1) { glUniformMatrix2 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m ); } \ void setUniform2x3 (const std::string & name, const TYPE * m, bool transpose, int count = 1) { glUniformMatrix2x3 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m ); } \ void setUniform2x4 (const std::string & name, const TYPE * m, bool transpose, int count = 1) { glUniformMatrix2x4 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m ); } \ void setUniform3x2 (const std::string & name, const TYPE * m, bool transpose, int count = 1) { glUniformMatrix3x2 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m ); } \ void setUniform3x3 (const std::string & name, const TYPE * m, bool transpose, int count = 1) { glUniformMatrix3 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m ); } \ void setUniform3x4 (const std::string & name, const TYPE * m, bool transpose, int count = 1) { glUniformMatrix3x4 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m ); } \ void setUniform4x2 (const std::string & name, const TYPE * m, bool transpose, int count = 1) { glUniformMatrix4x2 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m ); } \ void setUniform4x3 (const std::string & name, const TYPE * m, bool transpose, int count = 1) { glUniformMatrix4x3 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m ); } \ void setUniform4x4 (const std::string & name, const TYPE * m, bool transpose, int count = 1) { glUniformMatrix4 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m ); }
#define _GLW_IMPLEMENT_SCALAR_UNIFORM_ | ( | TYPE, | |
FUNCION_SUFFIX | |||
) |
void setUniform (const std::string & name, TYPE x ) { glUniform1 ## FUNCION_SUFFIX (this->getUniformLocation(name), x ); } \ void setUniform (const std::string & name, TYPE x, TYPE y ) { glUniform2 ## FUNCION_SUFFIX (this->getUniformLocation(name), x, y ); } \ void setUniform (const std::string & name, TYPE x, TYPE y, TYPE z ) { glUniform3 ## FUNCION_SUFFIX (this->getUniformLocation(name), x, y, z ); } \ void setUniform (const std::string & name, TYPE x, TYPE y, TYPE z, TYPE w ) { glUniform4 ## FUNCION_SUFFIX (this->getUniformLocation(name), x, y, z, w); }
#define _GLW_IMPLEMENT_VECTOR_UNIFORM_ | ( | TYPE, | |
FUNCION_SUFFIX | |||
) |
void setUniform1 (const std::string & name, const TYPE * v, int count = 1) { glUniform1 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), v ); } \ void setUniform2 (const std::string & name, const TYPE * v, int count = 1) { glUniform2 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), v ); } \ void setUniform3 (const std::string & name, const TYPE * v, int count = 1) { glUniform3 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), v ); } \ void setUniform4 (const std::string & name, const TYPE * v, int count = 1) { glUniform4 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), v ); }